So for my homebrew world, I wanted to incorporate more powerful dragons into it. So I figured what better way to start would be by reintroducing the Great Wyrms of old. So, here we go.
Great Wyrm
Dragons are one of the most powerful creatures on the material plane. From the savage white to the majestic gold, dragons represent the greatest perils adventurers face at any point in their careers, as well as the greatest rewards they may hope to claim. From the tiny wyrmling at the bottom of an adventurer’s very first dungeon to the ancient dragon he meets at the height of his career, dragons are the ultimate climactic encounter: a brutal and memorable fight that will pay off in riches from the dragon’s hoard.
Dragons are creatures of myth, often described as the first sentient race to appear on a world, with life spans that stretch over hundreds of years. Forged of elemental and arcane might, they are apex creatures on any plane they inhabit. They symbolize the world itself and embody its history, and the oldest dragons are repositories of vast knowledge and ancient secrets. This aspect of dragons makes them much more than just a challenging combat encounter: They are sages and oracles, fonts of wisdom and prophets of things to come. They are natural disasters incarnate and world spanning masterminds with plans formed over hundreds of years. They are benevolent monarchs or cruel dictators with armies of creatures that serve them out of loyalty or fear. Their very appearance can be an omen of good or ill fortune. However, of all the dragons that are spoken about in the myths and legends of various worlds, none can compare to the might and majesty of them all, the Great Wyrms.
Great Wyrms are dragons who have managed to survive to their twelve-century mark, where it has reached the pinnacle of physical, mental, and magical prowess and grown to a titanic size. When dragons reach this stage, they awaken truly terrifying power and can harness elemental and arcane magic the likes of which few mortals could even dream of. Only the most experienced or foolish of adventurers dare to face such a being, and most fall to the wyrm’s minions, traps, and wards long before ever laying eyes on these colossal creatures.
Great Wyrm White Dragon Stat Block
Great Wyrm White Dragon
Colossal dragon, any alignment (commonly chaotic evil)
Armor Class24 (natural armor)
Hit Points533 (26d20 + 260)
Speed60 ft., burrow 60 ft., fly 120 ft. (hover), swim 60 ft.
STR DEX CON INT WIS CHA
30 (+10)14 (+2)30 (+10)15 (+2) 24 (+7)20 (+5)
Saving ThrowsDex +10, Con +18, Wis +15, Cha +13
SkillsPerception +23, Stealth +18
Damage Immunitiescold; bludgeoning, piercing, and slashing from non-magical attacks
Aegis of Ancient Winters (Mythic Trait; Recharges after a Short or Long Rest). When the dragon is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, magical ice seeps out of the dragon’s wounds until it covers every inch of the dragon as a blizzard begins to howl around itself. This revitalizes the dragon, causing it to regain 533 hp. This icy covering provides the dragon with added protection, giving the dragon a +2 to AC and resistance to fire damage and all bludgeoning, piercing, and slashing damage. The blizzard encompasses a 30 ft radius around the dragon. Creatures in the blizzard must succeed on a DC 25 Constitution saving throw or have their speed reduced to 0 until the end of their next turn. On a success, the creature’s speed isn’t reduced.
Cold Absorption. Whenever the Dragon is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt.
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Innate Spellcasting. The Dragon's innate spellcasting ability is Wisdom (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: Frostbite, Ray of Frost
3/day each: Fog Cloud, Gust of Wind, Wall of Ice
1/day each: Control Weather, Otiluke's Freezing Sphere, Sleet Storm
Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Weapons. The dragon's weapon attacks are magical.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite.Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) piercing damage plus 13 (3d8) cold damage
.Claw.Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 20 (3d6 + 10) slashing damage.
Tail.Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage.
Blood Chilling Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or be affected by the dragon's blood chilling presence for 1 minute. While under the effects of this presence, the affected creature's speed is reduced by half and they are incapable of using reactions as a chilling feeling seems to cause the target's blood and joints to freeze up.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Bone Chilling Presence for the next 24 hours.
Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 120-foot cone. Each creature in that area must make a DC 26 Constitution saving throw, taking 91 (26d8) cold damage on a failed save, or half as much damage on a successful one.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 20 ft. of the dragon must succeed on a DC 26 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Mythical Actions
If the dragon’s mythic trait is active, it can use the options below as legendary actions for 1 hour after using Aegis of Ancient Winters.
Hypothermic Claws (Costs 2 Actions). The dragon makes two attacks with its claws. If both attacks hit the same creature, it takes an extra 7 (2d6) cold damage and must succeed on a DC 26 Constitution saving throw or become paralyzed until the start of its next turn.
Freezing Downbeat (Cost 2 Actions). The dragon beats its ice covered wings, causing a flurry of icy wind and snow to kick up. Each creature within 20 ft. of the dragon must succeed on a DC 26 Dexterity saving throw or take 20 (3d6 + 10) cold damage and be pushed 15 ft and knocked prone. On a save the creature takes half damage. The dragon can then fly up to half its flying speed.
Lair Actions
When fighting inside its lair, the great wyrm white dragon can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the great wyrm white dragon can take one lair action to cause one of the following effects:
Freezing fog fills a 30-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 18 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 18 (4d8) cold damage. A wind of at least 30 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+10 to hit) against each target. On a hit, the target takes 18 (4d8) piercing damage.
The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 40 feet long, 40 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 10, 60 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, psychic damage, and bludgeoning, piercing, and slashing from non-magical attacks. The wall disappears when the dragon uses this lair action again or when the dragon dies.
The great wyrm white dragon can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.
Regional Effects
The region containing the great wyrm white dragon's lair is warped by the creature's presence, which creates one or more of the following effects:
Chilly fog lightly obscures the land within 10 miles of the dragon's lair.
Freezing precipitation falls within 10 miles of the dragon's lair, sometimes forming blizzard conditions when the dragon is at rest.
Icy walls block off areas in the dragon's lair. Each wall is 1 foot thick, and a 20-foot section has AC 10, 60 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, psychic damage, and bludgeoning, piercing, and slashing from non-magical attacks.
If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.
If the great wyrm white dragon dies, the first two effects fade over the course of 3d10 days.
Great Wyrm Brass Dragon Stat Block
Great Wyrm Brass Dragon
Colossal dragon, any alignment (commonly chaotic good)
Fire Absorption. Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Heated Body. A creature that touches the dragon or hits it with a melee attack while within 10 feet of it takes 15 fire damage.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: Comprehend Languages, Thaumaturgy
3/day each: Legend Lore, Scrying, Rary's telepathic bond
1/day each: Wall of Sand, Otto's Irresistible Dance
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Weapons. The dragon's weapon attacks are magical.
Scion of the Desert (Mythic Trait; Recharges after a Short or Long Rest). When the dragon is reduced to 0 hit points, it doesn't die or fall unconscious. Instead,the dragon sheds it’s sandy shell, which swirls into a scorching sandstorm around the dragon. The heat of the sand revitalizes the dragon, causing it to regain 507 hp. The dragon’s heated scales provide it with extra protection, gaining resistance to cold damage and all bludgeoning, piercing, and slashing damage. The sandstorm encompasses a 30 ft radius around the dragon. The attack rolls of ranged weapon attacks and ranged spell attacks have disadvantage if the attacks pass into the sandstorm from the outside. Creatures in the sandstorm (besides the dragon) are deafened and must make a DC 25 Constitution saving throw, taking 9 (2d8) slashing damage and 10 (3d6) fire damage and be pushed 20 ft in a random direction by the Sandstorm. On a success, the creature takes half damage and isn’t pushed.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite.Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) piercing damage plus 13 (3d8) fire damage.
Claw.Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 20 (3d6 + 10) slashing damage.
Tail.Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage.
Sand Scorching Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or be affected by the dragon's Sand Scorching Presence for 1 minute. While under the effects of this presence, the affected creature's speed is reduced by half and they are incapable of using reactions as searing sand whips around the targets and disorients them. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Sand Scorching Presence for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
Fire Breath. The dragon exhales fire in a 120-foot line that is 15 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 120-foot cone. Each creature in that area must succeed on a DC 25 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 20 ft. of the dragon must succeed on a DC 26 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Mythical Actions
If the dragon’s mythic trait is active, it can use the options below as legendary actions for 1 hour after using Scion of the Desert.
Searing Fang (Costs 2 Actions). The dragon makes two attacks with its bite. If both attacks hit the same creature, it must succeed on a DC 25 Constitution saving throw or take an additional 21(6d6) fire damage at the start of its next turn.
Burning Sand Blast (Cost 3 Actions). The dragon lets out a blast of compacted sand at one target within 120 ft that it can see. The target must make a DC 26 strength saving throw, taking 16 (3d10) burgeoning damage and 22 (4d10) fire damage and is knocked prone and restrained under a pile of scorching sand. On a successful save, the target takes half damage and isn’t knocked prone or restrained. A restrained target must spend its turn to dig itself out of the sand, or take another 22 (4d10) fire damage at the end of its turn if the target is still restrained by the burning sand.
Lair Actions
When fighting inside its lair, the great wyrm brass dragon can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the great wyrm brass dragon can take one lair action to cause one of the following effects:
A strong wind blows around the dragon. Each creature within 80 feet of the dragon must succeed on a DC 18 Strength saving throw or be pushed 20 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames; such as lanterns, have a 50 percent chance of being extinguished.
A cloud of sand swirls about in a 30-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 18 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The great wyrm brass dragon can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.
Regional Effects
The region containing the great wyrm brass dragon's lair is warped by the creature's presence, which creates one or more of the following effects:
Tracks appear in the sand within 10 miles of the dragon's lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.
Images of huge or smaller monsters haunt the desert sands within 5 mile of the dragon's lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it's an illusion with a successful DC 24 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
Whenever a creature with an Intelligence of 3 or higher comes within 40 feet of a water source within 5 mile of the dragon's lair, the dragon becomes aware of the creature's presence and location.
If the great wyrm brass dragon dies, the first two effects fade over the course of 3d10 days.
Great Wyrm Copper Dragon Stat Block
Great Wyrm Copper Dragon
Gargantuan dragon, any alignment (commonly chaotic good)
Armor Class26 (natural armor)
Hit Points518 (28d20 + 224)
Speed60 ft., climb 60 ft., fly 120 ft.
STR DEX CON INT WIS CHA
30 (+10)16 (+3)27 (+8)28 (+9) 23 (+6)26 (+8)
Saving ThrowsDex +11, Con +16, Wis +14, Cha +16
SkillsDeception +16, Perception +22, Stealth +19
Damage Immunitiesacid; bludgeoning, piercing, and slashing from non magical attacks
Acid Absorption. Whenever the dragon is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
Innate Spellcasting. The dragon's innate spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: Acid Splash, Speak with Animals, Vicious Mockery
3/day each: Bones of the Earth, Tasha's Hideous Laughter, Vitriolic Sphere
1/day each: Bigby's Hand, Project Image, Wall of Stone
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Weapons. The dragon's weapon attacks are magical.
Caustic Soul of the Stone (Mythic Trait; Recharges after a Short or Long Rest). When the dragon is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, the dragon’s body turns into stone as acidic liquid begins to seep from it’s wounds, regaining 518 hp. This caustic stone covering provides the dragon with added protection, giving the dragon a +2 to AC, immunity to poison damage and the poisoned condition, and resistance to all bludgeoning, piercing, and slashing damage. Whenever the dragon takes damage from an attack or spell that does piercing or slashing damage, acidic liquid shoots out of the new wound of the dragon, hitting one random creature within 30 ft. of the dragon. The creature must make a DC 24 Constitution saving throw or take 18 (4d8) acid damage. On a success, the creature takes half damage.
Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite.Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) piercing damage plus 13 (3d8) acid damage.
Claw.Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 20 (3d6 + 10) slashing damage.
Tail.Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage.
Caustic Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or be affected by the dragon's Caustic Presence for 1 minute. While under the effects of this presence, the affected creature's speed is reduced by half and they are incapable of using reactions as a sickening wave of acidic fumes waffs across the area. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Caustic Presence for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Acid Breath. The dragon exhales acid in a 120-foot line that is 15 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 90 (20d8) acid damage on a failed save, or half as much damage on a successful one.
Slowing Breath. The dragon exhales gas in a 120-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 20 ft. of the dragon must succeed on a DC 26 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Mythical Actions
If the dragon’s mythic trait is active, it can use the options below as legendary actions for 1 hour after using Caustic Soul of the Stone.
Corrosive Claws (Costs 2 Actions). The dragon makes two attacks with its claws. If both attacks hit the same creature, it takes an extra 7 (2d6) acid damage and must succeed on a DC 25 Constitution saving throw or have disadvantage on all attack rolls, ability checks, and saving throws until the end of it’s next turn.
Acidic Stone Storm (Cost 3 Actions). The dragon shoots out several acidic shards of stone from its body, covering a 20-foot-square area that it can see within 120 feet of it. Each creature in that area must succeed on a DC 24 Dexterity saving throw or take 10 (3d6) piercing damage and 18 (4d8) acid damage and another 13 (3d8) acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn
Lair Actions
When fighting inside its lair, the great wyrm copper dragon can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the great wyrm copper dragon can take one lair action to cause one of the following effects:
The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 30-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.
The dragon chooses a 20-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 20 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 20 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 25.
The great wyrm copper dragon can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.
Regional Effects
The region containing the great wyrm copper dragon's lair is warped by the creature's presence, which creates one or more of the following effects:
Magic carvings of the dragon's smiling visage can be seen worked into stone terrain and objects within 10 miles of the dragon's lair.
Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 5 miles of the dragon's lair. These creatures speak well of the dragon, but can't divulge its whereabouts.
Intelligent creatures within 5 mile of the dragon's lair are prone to fits of giggling. Even serious matters suddenly seem amusing.
If the great wyrm copper dragon dies, the first two effects fade over the course of 3d10 days.
Great Wyrm Black Dragon Stat Block
Great Wyrm Black Dragon
Colossal dragon, any alignment (commonly chaotic evil)
Armor Class26 (natural armor)
Hit Points546 (28d20 + 252)
Speed60 ft., fly 120 ft., swim 60 ft.
STR DEX CON INT WIS CHA
30 (+10)17 (+3)28 (+9)19 (+4) 28 (+9)24 (+7)
Saving ThrowsDex +11, Con +17, Wis +17, Cha +15
SkillsPerception +25, Stealth +19
Damage Immunitiesacid; bludgeoning, piercing, and slashing from non magical attacks
Acid Absorption. Whenever the dragon is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
Amphibious. The dragon can breathe air and water.
Despot of Decay (Mythic Trait; Recharges after a Short or Long Rest). When the dragon is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, the dragon’s wounds begin to drip acidic liquid infused with the necrotic powers of decay that envelopes the dragon and the area around it. Despite it’s corpse-like state the dragon is fully revitalized, regaining 546 hp. The necrotic energy empowers the dragon, granting it immunity to necrotic damage, and resistance to poison damage and all bludgeoning, piercing, and slashing damage. The aura of necrotic decay encompasses a 30 ft. radius around the dragon. At the beginning of the dragon’s turn, creatures within the aura must make a DC 25 Constitution saving throw or take 17(5d6) necrotic or acid damage (dragon’s choice) and have disadvantage on all saving throws until the end of their next turn. On a success, the creature takes half damage and doesn’t suffer from disadvantage.
Innate Spellcasting. The dragon's innate spellcasting ability is Wisdom (spell save DC 25, +17 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Weapons. The dragon's weapon attacks are magical.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite.Melee Weapon Attack:+ 18 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) piercing damage plus 13 (3d8) acid damage.
Claw.Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 20 (3d6 + 10) slashing damage.
Tail.Melee Weapon Attack: +18 to hit, reach 25 ft ., one target. Hit: 26 (3d8 + 10) bludgeoning damage.
Sludge Surging Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 23 Wisdom saving throw or be affected by the dragon's Sludge Surging Presence for 1 minute. While under the effects of this presence, the affected creature's speed is reduced by half and they are incapable of using reactions as a sickening wave of acidic fumes waffs across the area. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Sludge Surging Presence for the next 24 hours.
Acid Breath (Recharge 5-6). The dragon exhales acid in a 120-foot line that is 15 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 108 (24d8) acid damage on a failed save, or half as much damage on a successful one.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 12 ft. of the dragon must succeed on a DC 26 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Mythical Actions
If the dragon’s mythic trait is active, it can use the options below as legendary actions for 1 hour after using Caustic Soul of the Stone.
Vampiric Rending (Costs 2 Actions). The dragon makes two attacks with its claws. If both attacks hit the same creature, it takes an extra 11 (3d6) necrotic damage and must succeed on a DC 25 Constitution saving throw or have their hit point total permanently reduced by the amount of necrotic damage taken and the dragon heals by that amount. On a success the damage is halved, the creature’s hit point total isn’t reduced and the dragon doesn’t regain hit points.
Deadly Quagmire (Cost 3 Actions). The dragon summons a mass of necrotic water and mud that surges around one target within 120 ft that it can see. The target must make a DC 26 strength saving throw or take 18 (4d8) acid damage and 18 (4d8) necrotic damage and be restrained by the surging muck until the end of their next turn. On a successful save, the target takes half damage and isn’t restrained. The area within a 10 ft radius around the surge is difficult terrain for 1d4 rounds after the attack as the muck saturates the area.
Lair Actions
When fighting inside its lair, the great wyrm black dragon can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the great wyrm black dragon can take one lair action to cause one of the following effects:
Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 30 feet of such a pool must succeed on a DC 20 Strength saving throw or be pulled up to 30 feet into the water and knocked prone.
A cloud of swarming insects fills a 30-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make a DC 20 Constitution saving throw, taking 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 14 (4d6) piercing damage.
Magical darkness spreads from a point the dragon chooses within 80 feet of it, filling a 30-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and non magical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
The great wyrm black dragon can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.
Regional Effects
The region containing the great wyrm black dragon's lair is warped by the creature's presence, which creates one or more of the following effects:
The land within 10 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
Water sources within 5 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
Fog lightly obscures the land within 10 miles of the lair.
If the great wyrm black dragon dies, the first two effects fade over the course of 3d10 days.
Innate Spellcasting. The dragon's innate spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: Prestidigitation, Vicious Mockery, Speak with Plants
3/day each: Mirage Arcane, Mislead, Scrying
1/day each: Cloudkill, Teleport, Wrath of Nature
Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Weapons. The dragon's weapon attacks are magical.
Poison Absorption. Whenever the dragon is subjected to poison damage, it takes no damage and instead regains a number of hit points equal to the poison damage dealt.
Sovereign of the Forest (Mythic Trait; Recharges after a Short or Long Rest). When the dragon is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, noxious gas begins to pour from the wounds as a layer of thick bark, vines, and poisonous ivy covers the dragon. The poisonous vapors and the nutrients from the plants revitalizes the dragon, which regains 546 hp. The resilience of the plants covering the dragon grants added protection, gaining Immunity to lightning damage, resistance to cold and fire damage, and resistance to bludgeoning, piercing, and slashing damage. The aura of noxious gas encompasses a 30 ft. radius around the dragon. At the beginning of the dragon’s turn, creatures within the aura must make a DC 25 Constitution saving throw or loses all resistance and immunity to poison damage and the poisoned condition until the end of the creature’s next turn. If the creature had no resistance or immunity to poison damage and the poisoned condition, it instead becomes vulnerable to poison damage and has disadvantage on saving throws made to avoid or end the poisoned condition until the end of the creature’s next turn.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite.Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) piercing damage plus 14 (4d6) poison damage.
Claw.Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 27 (5d6 + 10) slashing damage.
Tail.Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage, and the dragon pushes the target 10 feet away..
Venomous Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 23 Wisdom saving throw or be affected by the dragon's Venomous Presence for 1 minute. While under the effects of this presence, the affected creature's speed is reduced by half and they are incapable of using reactions as a toxic cloud of poisonous fumes wafts across the area. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Venomous Presence for the next 24 hours.
Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 120-foot cone. Each creature in that area must make a DC 25 Constitution saving throw, taking 98 (28d6) poison damage on a failed save, or half as much damage on a successful one.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reaction
Tail Attack. When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 20 ft. of the dragon must succeed on a DC 26 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Mythical Actions
If the dragon’s mythic trait is active, it can use the options below as legendary actions for 1 hour after using Sovereign of the Forest.
Toxic Fang (Costs 2 Actions). The dragon makes two attacks with its bite. If both attacks hit the same creature, it takes an extra 11 (3d6) poison damage and must succeed on a DC 25 Constitution saving throw or become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success the damage is halved, the creature’s isn’t poisoned.
Lashing Vines (Cost 3 Actions). The dragon sends out its writhing, thorny vines to lash out in a 30-foot-square area that it can see within 120 feet of it. Each creature in that area must succeed on a DC 26 Dexterity saving throw or take 10 (3d6) slashing damage and 18 (5d6) acid damage and is restrained until the end of the dragon’s next turn. On a successful save, a creature takes half damage and isn’t restrained.
Lair Actions
When fighting inside its lair, the great wyrm green dragon can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the great wyrm green dragon can take one lair action to cause one of the following effects:
Grasping roots and vines erupt in a 30-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 20 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 20 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 80 feet long, 20 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 20 Dexterity saving throw. A creature that fails the save takes 22 (5d8) piercing damage and is pushed 10 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall's space must make a DC 20 Dexterity saving throw once each round it's in contact with the wall, taking 22 (5d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 10, 30 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 20 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.
The great wyrm green dragon can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.
Regional Effects
The region containing the great wyrm green dragon's lair is warped by the creature's presence, which creates one or more of the following effects:
Thickets form labyrinthine passages within 5 mile of the dragon's lair. The thickets act as 20-foot-high, 20-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 20 Dexterity saving throw once each round it's in contact with the 'thickets or take 7 (2d6) piercing damage from thorns.
Each 20-foot-cube of thickets has AC 10, 60 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
Within 5 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon's path.
Rodents and birds within 5 mile of the dragon's lair serve as the dragon's eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.
If the great wyrm green dragon dies, the first two effects fade over the course of 3d10 days.
Great Wyrm Bronze Dragon Stat Block
Great Wyrm Bronze Dragon
Colossal dragon, any alignment (commonly lawful good)
Armor Class26 (natural armor)
Hit Points615 (30d20 + 300)
Speed60 ft., fly 120 ft., swim 60 ft.
STR DEX CON INT WIS CHA
30 (+10)12 (+1)30 (+10)23 (+6) 21 (+5)29 (+9)
Saving ThrowsDex +9, Con +18, Wis +13, Cha +17
SkillsInsight +13, Perception +21, Stealth +17
Damage Immunitieslightning; bludgeoning, piercing, and slashing from non magical attacks
Commander of the Stormsurge (Mythic Trait; Recharges after a Short or Long Rest). When the dragon is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, electric sparks begin to shoot out of the dragon’s wounds, creating an electric barrier around itself, charging the air as an aura of stormsurge whips around the dragon and the surrounding area. This electric surge revitalizes the dragon, regaining 546 hp. The internal storm empowers the dragon, granting it immunity to acid and thunder damage, and resistance to fire damage and all bludgeoning, piercing, and slashing damage. The aura of stormsure encompasses a 30 ft. radius around the dragon. The attack rolls of ranged weapon attacks and ranged spell attacks have disadvantage if the attacks targets a creature within the stormsurge. Creatures in the stormsurge (besides the dragon) have their speed reduced by half until the start a turn outside of the aura and at the beginning of the dragon’s turn they must make a DC 26 Constitution saving throw, taking 13 (3d8) slashing damage and 14 (4d6) lightning damage and be pushed 20 ft in a direction of the dragon’s choice by the Stormsurge. On a success, the creature takes half damage and isn’t pushed.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: Shocking Grasp, Create or Destroy Water
3/day each: Commune With Nature, Thunder Step, Tidal Wave
1/day each: Control Water, Watery Sphere, Chain Lightning
Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Lightning Absorption. Whenever the dragon is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Magic Weapons. The dragon's weapon attacks are magical.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite.Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) piercing damage plus 16 (3d10) lightning damage.
Claw.Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 20 (3d6 + 10) slashing damage.
Tail.Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage, and the dragon pushes the target 10 feet away.
Shocking Tempest Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 25 Wisdom saving throw or be affected by the dragon's Shocking Tempest Presence for 1 minute. While under the effects of this presence, the affected creature's speed is reduced by half and they are incapable of using reactions as a cloud of statically charged sea spray falls around the area. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Shocking Tempest Presence for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 120-foot line that is 15 feet wide. Each creature in that line must make a DC 26 Dexterity saving throw, taking 99 (18d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The dragon exhales repulsion energy in a 60-foot cone. Each creature in that area must succeed on a DC 26 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reaction
Tail Attack. When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 20 ft. of the dragon must succeed on a DC 26 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Mythical Actions
If the dragon’s mythic trait is active, it can use the options below as legendary actions for 1 hour after using Sovereign of the Forest.
Shocking Tail Slam (Costs 2 Actions). The dragon makes two attacks with its tail. If both attacks hit the same creature, it takes an extra 11 (3d6) lightning damage and must succeed on a DC 25 Dexterity saving throw or become paralyzed until the end of its next turn.
Charged Tempest Blast (Cost 3 Actions). The dragon sends out a 60-foot cone of electrically charged water that slams into its foes. Each creature in the cone must succeed on a DC 26 Dexterity saving throw or take 10 (3d6) bludgeoning damage and 22 (4d10) lightning damage and be pushed 20 feet. If a creature fails by 10 or more, the creature becomes charged until the end of the dragon’s next turn. While the creature is charged, the next time the affected creature takes lightning damage they take an extra 22 (4d10) lightning damage from that attack and are no longer charged. On a successful save, the target takes half damage and isn’t pushed or charged.
Lair Actions
When fighting inside its lair, the great wyrm bronze dragon can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the great wyrm bronze dragon can take one lair action to cause one of the following effects:
The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 30-foot radius centered on that point must make a DC 20 Constitution saving throw or take 11 (2d10) thunder damage and be deafened until the end of its next turn.
The great wyrm bronze dragon can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.
Regional Effects
The region containing the great wyrm bronze dragon's lair is warped by the creature's presence, which creates one or more of the following effects:
Once per day, the dragon can alter the weather in a 10-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell.
Underwater plants within 10 miles of the dragon's lair take on dazzlingly brilliant hues.
Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.
If the great wyrm bronze dragon dies, the first two effects fade over the course of 3d10 days.
Alright, just finished the Brass Dragon's base stat block. I'll going to start on the next one here soon, probably either the Black or the Copper dragon.
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
This is awesome! I love it! Although it does say when the Ancient dragon dies rather then when the great wyrm dies.
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Looks fantastic. I've never played a monster with mythic traits before, so it seems super strong to me. Are there any Wyrm stat blocks that already exist in 5e? I am asking because a campaign setting I am using alludes to a Wyrm in part of its lore and I was looking for some inspiration in case I ever need a stat block. Your homebrew will probably be super helpful there too.
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Have you taken a look at the Legendary dragons book? Wyrms are actually one of the things that they focus on in that book as well.
I don't know that book. Is it in a different edition?
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Have you taken a look at the Legendary dragons book? Wyrms are actually one of the things that they focus on in that book as well.
I don't know that book. Is it in a different edition?
No it's 5e but it's a 3rd party book by jetpack7. Here's it is, but I recommend watching the review videos before buying it. I've seen a free full version floating around the internet at one point, but not sure if it's still there though.
Have you taken a look at the Legendary dragons book? Wyrms are actually one of the things that they focus on in that book as well.
I don't know that book. Is it in a different edition?
No it's 5e but it's a 3rd party book by jetpack7. Here's it is, but I recommend watching the review videos before buying it. I've seen a free full version floating around the internet at one point, but not sure if it's still there though.
Thanks.
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Alright, I've updated the first three dragons I've uploaded and added the finished Black Dragon stat block. All the other dragons just need mythical traits and actions.
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Any chance of more? I really want a green one. No pressure, but this is great and I would love more.
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A little typo in the black dragon stat, where the mythic action reference caustic stone instead of despot of decay. Except that, I love your idea when it comes to mythic trait and action, and look forward to seen the other great wyrm as soon as possible!
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
I find it unfortunate that I didn't get a gold great wyrm. I think that a gold great wyrm should have quite the lair actions for keeping it defended from trespassers. My idea was for it to have additional regional effects:
REGIONAL EFFECTS
The gold dragon can see what creatures within 6 miles of its lair see and knows their exact location.
When a creature comes within 2 miles of the dragon's lair and the dragon is not unconscious, the creature must make a DC 27 Wisdom saving throw or be unknowingly controlled by the dragon. A creature that succeeds must repeat the saving throw every 3 minutes. While the creature is being controlled, the dragon can choose the following effects to hinder any or all of the creatures, which count as lair actions in combat. When a creature exits the lair, if it is not charmed by the dragon, all the effects on it end. However, the effects that were on it immediately resume if they enter the area afterwards and fail the saving throw again.
For the next hour, the creature automatically fails any ability check or saving throw made to find and/or avoid traps laid by the dragon.
The creature spends all its movement moving towards the dragon on each of its turns. When it reaches the dragon, it becomes charmed indefinitely and follows the orders given to it by the dragon , unless remove curse or a similar spell is cast through a 7th-level spell slot or higher.
The creature gets lost and moves in the opposite direction from the lair.
The creature's speed drops to 3 feet. The creature then falls prone.
The creature suffers from special madness and gains one of the following flaws, which the dragon determines or is chosen at random:
d4
"The dragon is chasing us! We must run!"
"I must burn myself to find my way to the dragon's lair, or the dragon will turn me away with its magic."
"The dragon is turning me into a wyrmling! I can prove it!"
"This is all an illusion! None of these hills, these trees, none of them exist! You aren't my friends, you are illusory duplicates!"
My reason for "The creature's speed drops to 3 feet. The creature then falls prone" is that the dragon would be in control of that creature's cerebellum and motor area in their brain (that's how they make the creature move differently) and make them malfunction (muscles stop working for a few moments, creature falls down). The whole "I must burn myself" is because gold dragons have fire breath, and the person suffering from madness thinks that then fire must be the key. In a delusional state, the creature thinks that the area allows burning things in, like it allows the fiery dragon through.
This all sets up quite a challenge for the players as they would run into problems 30 minutes before they get to the gold great wyrm's lair on foot, or 15 minutes on horseback. And the incredibly reclusive gold dragon probably wouldn't have a paved road for the adventurers to run or gallop on, so moving on foot would probably be really more like an hour with the fact that the dragon would really enjoy a hard-to-get-to mysterious place.
In my personal opinions, the ones in Fizbans are a good baseline but a little bland. I like these cuz theyre more specific to the dragon and evoke a natural progression feeling. Thats just me though.
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So for my homebrew world, I wanted to incorporate more powerful dragons into it. So I figured what better way to start would be by reintroducing the Great Wyrms of old. So, here we go.
Great Wyrm
Dragons are one of the most powerful creatures on the material plane. From the savage white to the majestic gold, dragons represent the greatest perils adventurers face at any point in their careers, as well as the greatest rewards they may hope to claim. From the tiny wyrmling at the bottom of an adventurer’s very first dungeon to the ancient dragon he meets at the height of his career, dragons are the ultimate climactic encounter: a brutal and memorable fight that will pay off in riches from the dragon’s hoard.
Dragons are creatures of myth, often described as the first sentient race to appear on a world, with life spans that stretch over hundreds of years. Forged of elemental and arcane might, they are apex creatures on any plane they inhabit. They symbolize the world itself and embody its history, and the oldest dragons are repositories of vast knowledge and ancient secrets. This aspect of dragons makes them much more than just a challenging combat encounter: They are sages and oracles, fonts of wisdom and prophets of things to come. They are natural disasters incarnate and world spanning masterminds with plans formed over hundreds of years. They are benevolent monarchs or cruel dictators with armies of creatures that serve them out of loyalty or fear. Their very appearance can be an omen of good or ill fortune. However, of all the dragons that are spoken about in the myths and legends of various worlds, none can compare to the might and majesty of them all, the Great Wyrms.
Great Wyrms are dragons who have managed to survive to their twelve-century mark, where it has reached the pinnacle of physical, mental, and magical prowess and grown to a titanic size. When dragons reach this stage, they awaken truly terrifying power and can harness elemental and arcane magic the likes of which few mortals could even dream of. Only the most experienced or foolish of adventurers dare to face such a being, and most fall to the wyrm’s minions, traps, and wards long before ever laying eyes on these colossal creatures.
Great Wyrm White Dragon Stat Block
Great Wyrm White Dragon
Colossal dragon, any alignment (commonly chaotic evil)
Armor Class 24 (natural armor)
Hit Points 533 (26d20 + 260)
Speed 60 ft., burrow 60 ft., fly 120 ft. (hover), swim 60 ft.
STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 30 (+10) 15 (+2) 24 (+7) 20 (+5)
Saving Throws Dex +10, Con +18, Wis +15, Cha +13
Skills Perception +23, Stealth +18
Damage Immunities cold; bludgeoning, piercing, and slashing from non-magical attacks
Condition Immunities charmed, frightened, paralyzed, unconscious
Senses blindsight 80 ft., darkvision 160 ft., passive Perception 33
Languages Common, Draconic
Challenge 26 (90,000 XP)
Aegis of Ancient Winters (Mythic Trait; Recharges after a Short or Long Rest). When the dragon is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, magical ice seeps out of the dragon’s wounds until it covers every inch of the dragon as a blizzard begins to howl around itself. This revitalizes the dragon, causing it to regain 533 hp. This icy covering provides the dragon with added protection, giving the dragon a +2 to AC and resistance to fire damage and all bludgeoning, piercing, and slashing damage. The blizzard encompasses a 30 ft radius around the dragon. Creatures in the blizzard must succeed on a DC 25 Constitution saving throw or have their speed reduced to 0 until the end of their next turn. On a success, the creature’s speed isn’t reduced.
Cold Absorption. Whenever the Dragon is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt.
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Innate Spellcasting. The Dragon's innate spellcasting ability is Wisdom (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: Frostbite, Ray of Frost
3/day each: Fog Cloud, Gust of Wind, Wall of Ice
1/day each: Control Weather, Otiluke's Freezing Sphere, Sleet Storm
Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Weapons. The dragon's weapon attacks are magical.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) piercing damage plus 13 (3d8) cold damage
.Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 20 (3d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage.
Blood Chilling Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or be affected by the dragon's blood chilling presence for 1 minute. While under the effects of this presence, the affected creature's speed is reduced by half and they are incapable of using reactions as a chilling feeling seems to cause the target's blood and joints to freeze up.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Bone Chilling Presence for the next 24 hours.
Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 120-foot cone. Each creature in that area must make a DC 26 Constitution saving throw, taking 91 (26d8) cold damage on a failed save, or half as much damage on a successful one.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 20 ft. of the dragon must succeed on a DC 26 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Mythical Actions
If the dragon’s mythic trait is active, it can use the options below as legendary actions for 1 hour after using Aegis of Ancient Winters.
Hypothermic Claws (Costs 2 Actions). The dragon makes two attacks with its claws. If both attacks hit the same creature, it takes an extra 7 (2d6) cold damage and must succeed on a DC 26 Constitution saving throw or become paralyzed until the start of its next turn.
Freezing Downbeat (Cost 2 Actions). The dragon beats its ice covered wings, causing a flurry of icy wind and snow to kick up. Each creature within 20 ft. of the dragon must succeed on a DC 26 Dexterity saving throw or take 20 (3d6 + 10) cold damage and be pushed 15 ft and knocked prone. On a save the creature takes half damage. The dragon can then fly up to half its flying speed.
Lair Actions
When fighting inside its lair, the great wyrm white dragon can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the great wyrm white dragon can take one lair action to cause one of the following effects:
The great wyrm white dragon can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.
Regional Effects
The region containing the great wyrm white dragon's lair is warped by the creature's presence, which creates one or more of the following effects:
If the great wyrm white dragon dies, the first two effects fade over the course of 3d10 days.
Great Wyrm Brass Dragon Stat Block
Great Wyrm Brass Dragon
Colossal dragon, any alignment (commonly chaotic good)
Armor Class 25 (natural armor)
Hit Points 507 (26d20 + 234)
Speed 60 ft., burrow 60 ft., fly 120 ft.
STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 29 (+9) 22 (+6) 20 (+5) 26 (+8)
Saving Throws Dex +10, Con +17, Wis +13, Cha +16
Skills History +14, Perception +21, Persuasion +16, Stealth +18
Damage Immunities fire; bludgeoning, piercing, and slashing from non magical attacks
Condition Immunities charmed, frightened, paralyzed, unconscious
Senses blindsight 80 ft., darkvision 160 ft., passive Perception 31
Languages Common, Draconic
Challenge 26 (90,000 XP)
Fire Absorption. Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Heated Body. A creature that touches the dragon or hits it with a melee attack while within 10 feet of it takes 15 fire damage.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: Comprehend Languages, Thaumaturgy
3/day each: Legend Lore, Scrying, Rary's telepathic bond
1/day each: Wall of Sand, Otto's Irresistible Dance
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Weapons. The dragon's weapon attacks are magical.
Scion of the Desert (Mythic Trait; Recharges after a Short or Long Rest). When the dragon is reduced to 0 hit points, it doesn't die or fall unconscious. Instead,the dragon sheds it’s sandy shell, which swirls into a scorching sandstorm around the dragon. The heat of the sand revitalizes the dragon, causing it to regain 507 hp. The dragon’s heated scales provide it with extra protection, gaining resistance to cold damage and all bludgeoning, piercing, and slashing damage. The sandstorm encompasses a 30 ft radius around the dragon. The attack rolls of ranged weapon attacks and ranged spell attacks have disadvantage if the attacks pass into the sandstorm from the outside. Creatures in the sandstorm (besides the dragon) are deafened and must make a DC 25 Constitution saving throw, taking 9 (2d8) slashing damage and 10 (3d6) fire damage and be pushed 20 ft in a random direction by the Sandstorm. On a success, the creature takes half damage and isn’t pushed.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) piercing damage plus 13 (3d8) fire damage.
Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 20 (3d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage.
Sand Scorching Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or be affected by the dragon's Sand Scorching Presence for 1 minute. While under the effects of this presence, the affected creature's speed is reduced by half and they are incapable of using reactions as searing sand whips around the targets and disorients them. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Sand Scorching Presence for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
Fire Breath. The dragon exhales fire in a 120-foot line that is 15 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 120-foot cone. Each creature in that area must succeed on a DC 25 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 20 ft. of the dragon must succeed on a DC 26 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Mythical Actions
If the dragon’s mythic trait is active, it can use the options below as legendary actions for 1 hour after using Scion of the Desert.
Searing Fang (Costs 2 Actions). The dragon makes two attacks with its bite. If both attacks hit the same creature, it must succeed on a DC 25 Constitution saving throw or take an additional 21(6d6) fire damage at the start of its next turn.
Burning Sand Blast (Cost 3 Actions). The dragon lets out a blast of compacted sand at one target within 120 ft that it can see. The target must make a DC 26 strength saving throw, taking 16 (3d10) burgeoning damage and 22 (4d10) fire damage and is knocked prone and restrained under a pile of scorching sand. On a successful save, the target takes half damage and isn’t knocked prone or restrained. A restrained target must spend its turn to dig itself out of the sand, or take another 22 (4d10) fire damage at the end of its turn if the target is still restrained by the burning sand.
Lair Actions
When fighting inside its lair, the great wyrm brass dragon can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the great wyrm brass dragon can take one lair action to cause one of the following effects:
The great wyrm brass dragon can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.
Regional Effects
The region containing the great wyrm brass dragon's lair is warped by the creature's presence, which creates one or more of the following effects:
If the great wyrm brass dragon dies, the first two effects fade over the course of 3d10 days.
Great Wyrm Copper Dragon Stat Block
Great Wyrm Copper Dragon
Gargantuan dragon, any alignment (commonly chaotic good)
Armor Class 26 (natural armor)
Hit Points 518 (28d20 + 224)
Speed 60 ft., climb 60 ft., fly 120 ft.
STR DEX CON INT WIS CHA
30 (+10) 16 (+3) 27 (+8) 28 (+9) 23 (+6) 26 (+8)
Saving Throws Dex +11, Con +16, Wis +14, Cha +16
Skills Deception +16, Perception +22, Stealth +19
Damage Immunities acid; bludgeoning, piercing, and slashing from non magical attacks
Condition Immunities charmed, frightened, paralyzed, unconscious
Senses blindsight 80 ft., darkvision 160 ft., passive Perception 32
Languages Common, Draconic
Challenge 27 (105,000 XP)
Acid Absorption. Whenever the dragon is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
Innate Spellcasting. The dragon's innate spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: Acid Splash, Speak with Animals, Vicious Mockery
3/day each: Bones of the Earth, Tasha's Hideous Laughter, Vitriolic Sphere
1/day each: Bigby's Hand, Project Image, Wall of Stone
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Weapons. The dragon's weapon attacks are magical.
Caustic Soul of the Stone (Mythic Trait; Recharges after a Short or Long Rest). When the dragon is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, the dragon’s body turns into stone as acidic liquid begins to seep from it’s wounds, regaining 518 hp. This caustic stone covering provides the dragon with added protection, giving the dragon a +2 to AC, immunity to poison damage and the poisoned condition, and resistance to all bludgeoning, piercing, and slashing damage. Whenever the dragon takes damage from an attack or spell that does piercing or slashing damage, acidic liquid shoots out of the new wound of the dragon, hitting one random creature within 30 ft. of the dragon. The creature must make a DC 24 Constitution saving throw or take 18 (4d8) acid damage. On a success, the creature takes half damage.
Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) piercing damage plus 13 (3d8) acid damage.
Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 20 (3d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage.
Caustic Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or be affected by the dragon's Caustic Presence for 1 minute. While under the effects of this presence, the affected creature's speed is reduced by half and they are incapable of using reactions as a sickening wave of acidic fumes waffs across the area. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Caustic Presence for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Acid Breath. The dragon exhales acid in a 120-foot line that is 15 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 90 (20d8) acid damage on a failed save, or half as much damage on a successful one.
Slowing Breath. The dragon exhales gas in a 120-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 20 ft. of the dragon must succeed on a DC 26 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Mythical Actions
If the dragon’s mythic trait is active, it can use the options below as legendary actions for 1 hour after using Caustic Soul of the Stone.
Corrosive Claws (Costs 2 Actions). The dragon makes two attacks with its claws. If both attacks hit the same creature, it takes an extra 7 (2d6) acid damage and must succeed on a DC 25 Constitution saving throw or have disadvantage on all attack rolls, ability checks, and saving throws until the end of it’s next turn.
Acidic Stone Storm (Cost 3 Actions). The dragon shoots out several acidic shards of stone from its body, covering a 20-foot-square area that it can see within 120 feet of it. Each creature in that area must succeed on a DC 24 Dexterity saving throw or take 10 (3d6) piercing damage and 18 (4d8) acid damage and another 13 (3d8) acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn
Lair Actions
When fighting inside its lair, the great wyrm copper dragon can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the great wyrm copper dragon can take one lair action to cause one of the following effects:
The great wyrm copper dragon can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.
Regional Effects
The region containing the great wyrm copper dragon's lair is warped by the creature's presence, which creates one or more of the following effects:
If the great wyrm copper dragon dies, the first two effects fade over the course of 3d10 days.
Great Wyrm Black Dragon Stat Block
Great Wyrm Black Dragon
Colossal dragon, any alignment (commonly chaotic evil)
Armor Class 26 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 60 ft., fly 120 ft., swim 60 ft.
STR DEX CON INT WIS CHA
30 (+10) 17 (+3) 28 (+9) 19 (+4) 28 (+9) 24 (+7)
Saving Throws Dex +11, Con +17, Wis +17, Cha +15
Skills Perception +25, Stealth +19
Damage Immunities acid; bludgeoning, piercing, and slashing from non magical attacks
Condition Immunities charmed, frightened, paralyzed, unconscious
Senses blindsight 80 ft., darkvision 160 ft., passive Perception 35
Languages Common, Draconic
Challenge 27 (105,000 XP)
Acid Absorption. Whenever the dragon is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
Amphibious. The dragon can breathe air and water.
Despot of Decay (Mythic Trait; Recharges after a Short or Long Rest). When the dragon is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, the dragon’s wounds begin to drip acidic liquid infused with the necrotic powers of decay that envelopes the dragon and the area around it. Despite it’s corpse-like state the dragon is fully revitalized, regaining 546 hp. The necrotic energy empowers the dragon, granting it immunity to necrotic damage, and resistance to poison damage and all bludgeoning, piercing, and slashing damage. The aura of necrotic decay encompasses a 30 ft. radius around the dragon. At the beginning of the dragon’s turn, creatures within the aura must make a DC 25 Constitution saving throw or take 17(5d6) necrotic or acid damage (dragon’s choice) and have disadvantage on all saving throws until the end of their next turn. On a success, the creature takes half damage and doesn’t suffer from disadvantage.
Innate Spellcasting. The dragon's innate spellcasting ability is Wisdom (spell save DC 25, +17 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: Speak with Animals, Speak with Plants
3/day each: Plant Growth, Spike Growth, Vitriolic Sphere
1/day each: Disintegrate, Power Word Pain
Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Weapons. The dragon's weapon attacks are magical.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+ 18 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) piercing damage plus 13 (3d8) acid damage.
Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 20 (3d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 25 ft ., one target. Hit: 26 (3d8 + 10) bludgeoning damage.
Sludge Surging Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 23 Wisdom saving throw or be affected by the dragon's Sludge Surging Presence for 1 minute. While under the effects of this presence, the affected creature's speed is reduced by half and they are incapable of using reactions as a sickening wave of acidic fumes waffs across the area. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Sludge Surging Presence for the next 24 hours.
Acid Breath (Recharge 5-6). The dragon exhales acid in a 120-foot line that is 15 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 108 (24d8) acid damage on a failed save, or half as much damage on a successful one.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 12 ft. of the dragon must succeed on a DC 26 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Mythical Actions
If the dragon’s mythic trait is active, it can use the options below as legendary actions for 1 hour after using Caustic Soul of the Stone.
Vampiric Rending (Costs 2 Actions). The dragon makes two attacks with its claws. If both attacks hit the same creature, it takes an extra 11 (3d6) necrotic damage and must succeed on a DC 25 Constitution saving throw or have their hit point total permanently reduced by the amount of necrotic damage taken and the dragon heals by that amount. On a success the damage is halved, the creature’s hit point total isn’t reduced and the dragon doesn’t regain hit points.
Deadly Quagmire (Cost 3 Actions). The dragon summons a mass of necrotic water and mud that surges around one target within 120 ft that it can see. The target must make a DC 26 strength saving throw or take 18 (4d8) acid damage and 18 (4d8) necrotic damage and be restrained by the surging muck until the end of their next turn. On a successful save, the target takes half damage and isn’t restrained. The area within a 10 ft radius around the surge is difficult terrain for 1d4 rounds after the attack as the muck saturates the area.
Lair Actions
When fighting inside its lair, the great wyrm black dragon can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the great wyrm black dragon can take one lair action to cause one of the following effects:
The great wyrm black dragon can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.
Regional Effects
The region containing the great wyrm black dragon's lair is warped by the creature's presence, which creates one or more of the following effects:
If the great wyrm black dragon dies, the first two effects fade over the course of 3d10 days.
Great Wyrm Green Dragon Stat Block
Great Wyrm Green Dragon
Colossal dragon, (commonly lawful evil)
Armor Class 25 (natural armor)
Hit Points 585 (30d20 + 270)
Speed 60 ft., fly 120 ft., swim 60 ft.
STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 28 (+9) 27 (+8) 19 (+4) 24 (+7)
Saving Throws Dex +10, Con +17, Wis +12, Cha +15
Skills Deception +15, Insight +12, Perception +20, Persuasion +15, Stealth +18
Damage Immunities poison; bludgeoning, piercing, and slashing from non magical attacks
Condition Immunities charmed, frightened, poisoned, paralyzed, unconscious
Senses blindsight 80 ft., darkvision 160 ft., passive Perception 30
Languages Common, Draconic
Challenge 28 (120,000 XP)
Amphibious. The dragon can breathe air and water.
Innate Spellcasting. The dragon's innate spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: Prestidigitation, Vicious Mockery, Speak with Plants
3/day each: Mirage Arcane, Mislead, Scrying
1/day each: Cloudkill, Teleport, Wrath of Nature
Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Weapons. The dragon's weapon attacks are magical.
Poison Absorption. Whenever the dragon is subjected to poison damage, it takes no damage and instead regains a number of hit points equal to the poison damage dealt.
Sovereign of the Forest (Mythic Trait; Recharges after a Short or Long Rest). When the dragon is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, noxious gas begins to pour from the wounds as a layer of thick bark, vines, and poisonous ivy covers the dragon. The poisonous vapors and the nutrients from the plants revitalizes the dragon, which regains 546 hp. The resilience of the plants covering the dragon grants added protection, gaining Immunity to lightning damage, resistance to cold and fire damage, and resistance to bludgeoning, piercing, and slashing damage. The aura of noxious gas encompasses a 30 ft. radius around the dragon. At the beginning of the dragon’s turn, creatures within the aura must make a DC 25 Constitution saving throw or loses all resistance and immunity to poison damage and the poisoned condition until the end of the creature’s next turn. If the creature had no resistance or immunity to poison damage and the poisoned condition, it instead becomes vulnerable to poison damage and has disadvantage on saving throws made to avoid or end the poisoned condition until the end of the creature’s next turn.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) piercing damage plus 14 (4d6) poison damage.
Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 27 (5d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage, and the dragon pushes the target 10 feet away..
Venomous Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 23 Wisdom saving throw or be affected by the dragon's Venomous Presence for 1 minute. While under the effects of this presence, the affected creature's speed is reduced by half and they are incapable of using reactions as a toxic cloud of poisonous fumes wafts across the area. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Venomous Presence for the next 24 hours.
Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 120-foot cone. Each creature in that area must make a DC 25 Constitution saving throw, taking 98 (28d6) poison damage on a failed save, or half as much damage on a successful one.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reaction
Tail Attack. When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 20 ft. of the dragon must succeed on a DC 26 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Mythical Actions
If the dragon’s mythic trait is active, it can use the options below as legendary actions for 1 hour after using Sovereign of the Forest.
Toxic Fang (Costs 2 Actions). The dragon makes two attacks with its bite. If both attacks hit the same creature, it takes an extra 11 (3d6) poison damage and must succeed on a DC 25 Constitution saving throw or become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success the damage is halved, the creature’s isn’t poisoned.
Lashing Vines (Cost 3 Actions). The dragon sends out its writhing, thorny vines to lash out in a 30-foot-square area that it can see within 120 feet of it. Each creature in that area must succeed on a DC 26 Dexterity saving throw or take 10 (3d6) slashing damage and 18 (5d6) acid damage and is restrained until the end of the dragon’s next turn. On a successful save, a creature takes half damage and isn’t restrained.
Lair Actions
When fighting inside its lair, the great wyrm green dragon can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the great wyrm green dragon can take one lair action to cause one of the following effects:
The great wyrm green dragon can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.
Regional Effects
The region containing the great wyrm green dragon's lair is warped by the creature's presence, which creates one or more of the following effects:
If the great wyrm green dragon dies, the first two effects fade over the course of 3d10 days.
Great Wyrm Bronze Dragon Stat Block
Great Wyrm Bronze Dragon
Colossal dragon, any alignment (commonly lawful good)
Armor Class 26 (natural armor)
Hit Points 615 (30d20 + 300)
Speed 60 ft., fly 120 ft., swim 60 ft.
STR DEX CON INT WIS CHA
30 (+10) 12 (+1) 30 (+10) 23 (+6) 21 (+5) 29 (+9)
Saving Throws Dex +9, Con +18, Wis +13, Cha +17
Skills Insight +13, Perception +21, Stealth +17
Damage Immunities lightning; bludgeoning, piercing, and slashing from non magical attacks
Condition Immunities charmed, frightened, paralyzed, unconscious
Senses blindsight 80 ft., darkvision 160 ft., passive Perception 31
Languages Common, Draconic
Challenge 28 (120,000 XP)
Amphibious. The dragon can breathe air and water.
Commander of the Stormsurge (Mythic Trait; Recharges after a Short or Long Rest). When the dragon is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, electric sparks begin to shoot out of the dragon’s wounds, creating an electric barrier around itself, charging the air as an aura of stormsurge whips around the dragon and the surrounding area. This electric surge revitalizes the dragon, regaining 546 hp. The internal storm empowers the dragon, granting it immunity to acid and thunder damage, and resistance to fire damage and all bludgeoning, piercing, and slashing damage. The aura of stormsure encompasses a 30 ft. radius around the dragon. The attack rolls of ranged weapon attacks and ranged spell attacks have disadvantage if the attacks targets a creature within the stormsurge. Creatures in the stormsurge (besides the dragon) have their speed reduced by half until the start a turn outside of the aura and at the beginning of the dragon’s turn they must make a DC 26 Constitution saving throw, taking 13 (3d8) slashing damage and 14 (4d6) lightning damage and be pushed 20 ft in a direction of the dragon’s choice by the Stormsurge. On a success, the creature takes half damage and isn’t pushed.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: Shocking Grasp, Create or Destroy Water
3/day each: Commune With Nature, Thunder Step, Tidal Wave
1/day each: Control Water, Watery Sphere, Chain Lightning
Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Lightning Absorption. Whenever the dragon is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Magic Weapons. The dragon's weapon attacks are magical.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) piercing damage plus 16 (3d10) lightning damage.
Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 20 (3d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage, and the dragon pushes the target 10 feet away.
Shocking Tempest Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 25 Wisdom saving throw or be affected by the dragon's Shocking Tempest Presence for 1 minute. While under the effects of this presence, the affected creature's speed is reduced by half and they are incapable of using reactions as a cloud of statically charged sea spray falls around the area. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Shocking Tempest Presence for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 120-foot line that is 15 feet wide. Each creature in that line must make a DC 26 Dexterity saving throw, taking 99 (18d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The dragon exhales repulsion energy in a 60-foot cone. Each creature in that area must succeed on a DC 26 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reaction
Tail Attack. When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 20 ft. of the dragon must succeed on a DC 26 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Mythical Actions
If the dragon’s mythic trait is active, it can use the options below as legendary actions for 1 hour after using Sovereign of the Forest.
Shocking Tail Slam (Costs 2 Actions). The dragon makes two attacks with its tail. If both attacks hit the same creature, it takes an extra 11 (3d6) lightning damage and must succeed on a DC 25 Dexterity saving throw or become paralyzed until the end of its next turn.
Charged Tempest Blast (Cost 3 Actions). The dragon sends out a 60-foot cone of electrically charged water that slams into its foes. Each creature in the cone must succeed on a DC 26 Dexterity saving throw or take 10 (3d6) bludgeoning damage and 22 (4d10) lightning damage and be pushed 20 feet. If a creature fails by 10 or more, the creature becomes charged until the end of the dragon’s next turn. While the creature is charged, the next time the affected creature takes lightning damage they take an extra 22 (4d10) lightning damage from that attack and are no longer charged. On a successful save, the target takes half damage and isn’t pushed or charged.
Lair Actions
When fighting inside its lair, the great wyrm bronze dragon can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the great wyrm bronze dragon can take one lair action to cause one of the following effects:
The great wyrm bronze dragon can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.
Regional Effects
The region containing the great wyrm bronze dragon's lair is warped by the creature's presence, which creates one or more of the following effects:
If the great wyrm bronze dragon dies, the first two effects fade over the course of 3d10 days.
So, what do you think?
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
I love that so much!!! Please make more!
Alright, just finished the Brass Dragon's base stat block. I'll going to start on the next one here soon, probably either the Black or the Copper dragon.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
Alright, so Copper Dragon has been added. It might be a day or two before the next update.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
This is awesome! I love it! Although it does say when the Ancient dragon dies rather then when the great wyrm dies.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
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Looks fantastic. I've never played a monster with mythic traits before, so it seems super strong to me. Are there any Wyrm stat blocks that already exist in 5e? I am asking because a campaign setting I am using alludes to a Wyrm in part of its lore and I was looking for some inspiration in case I ever need a stat block. Your homebrew will probably be super helpful there too.
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Awesome! Make a red one! Great idea!
Have you taken a look at the Legendary dragons book? Wyrms are actually one of the things that they focus on in that book as well.
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I don't know that book. Is it in a different edition?
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
No it's 5e but it's a 3rd party book by jetpack7. Here's it is, but I recommend watching the review videos before buying it. I've seen a free full version floating around the internet at one point, but not sure if it's still there though.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
Thanks.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
Alright, I've updated the first three dragons I've uploaded and added the finished Black Dragon stat block. All the other dragons just need mythical traits and actions.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
Any chance of more? I really want a green one. No pressure, but this is great and I would love more.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
A little typo in the black dragon stat, where the mythic action reference caustic stone instead of despot of decay. Except that, I love your idea when it comes to mythic trait and action, and look forward to seen the other great wyrm as soon as possible!
Feel free to check out my hombrew: Magic Items, Spells, Monsters, Species, Feats, Subclassses, and Backgrounds. More detail in my Homebrew Compendium.
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Are there any plans to continue this?
Hopefully, it’s great!
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
I find it unfortunate that I didn't get a gold great wyrm. I think that a gold great wyrm should have quite the lair actions for keeping it defended from trespassers. My idea was for it to have additional regional effects:
REGIONAL EFFECTS
d4
"The dragon is chasing us! We must run!"
"I must burn myself to find my way to the dragon's lair, or the dragon will turn me away with its magic."
"The dragon is turning me into a wyrmling! I can prove it!"
"This is all an illusion! None of these hills, these trees, none of them exist! You aren't my friends, you are illusory duplicates!"
My reason for "The creature's speed drops to 3 feet. The creature then falls prone" is that the dragon would be in control of that creature's cerebellum and motor area in their brain (that's how they make the creature move differently) and make them malfunction (muscles stop working for a few moments, creature falls down). The whole "I must burn myself" is because gold dragons have fire breath, and the person suffering from madness thinks that then fire must be the key. In a delusional state, the creature thinks that the area allows burning things in, like it allows the fiery dragon through.
This all sets up quite a challenge for the players as they would run into problems 30 minutes before they get to the gold great wyrm's lair on foot, or 15 minutes on horseback. And the incredibly reclusive gold dragon probably wouldn't have a paved road for the adventurers to run or gallop on, so moving on foot would probably be really more like an hour with the fact that the dragon would really enjoy a hard-to-get-to mysterious place.
This is great! Please make more!!
There are official statblocks for greatwyrms of all 3 types of dragon (chromatic, gem, metallic) in Fizban's Treasury of Dragons.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
In my personal opinions, the ones in Fizbans are a good baseline but a little bland. I like these cuz theyre more specific to the dragon and evoke a natural progression feeling. Thats just me though.